sales-gaming-marketing
Gaming influencer marketing strategy — finding gaming creators, streamer partnerships, game-launch campaigns, budget allocation, measuring gaming influencer ROI, and platform comparison across YouTube, Twitch, TikTok, and Kick. Covers streamer outreach and negotiation, game key and early-access gifting, launch timing and campaign sequencing, gaming-specific metrics (wishlists, installs, concurrent players, Steam traffic), content formats (Let's Play, first impressions, sponsored streams, gameplay trailers), and creator pricing. Use when you need streamers or gaming creators for a launch but don't know where to find them, unsure how much to budget, can't tell if a gaming campaign drove wishlists or installs, or deciding between gaming influencer agencies. Do NOT use for Cloutboost-specific config (use /sales-cloutboost), Famesters-specific config (use /sales-famesters), general influencer marketing strategy or non-gaming campaigns (use /sales-influencer-marketing).
What this skill does
# Gaming Influencer Marketing Strategy
Helps the user plan and execute influencer marketing campaigns specifically for video games — from finding gaming creators and negotiating streamer partnerships through game launch campaign sequencing, budget allocation, and gaming-specific ROI measurement.
## Step 1 — Gather context
If `references/learnings.md` exists, read it first for accumulated knowledge.
Ask the user:
1. **What do you need help with?**
- A) Finding gaming influencers or streamers for my game
- B) Planning a game launch influencer campaign
- C) Budgeting for gaming influencer marketing
- D) Outreach and negotiation with gaming creators
- E) Measuring gaming influencer campaign ROI
- F) Choosing a gaming influencer agency or platform
- G) Content strategy (what type of content to commission)
- H) Something else — describe it
2. **What kind of game?**
- A) PC (Steam, Epic, GOG)
- B) Console (PlayStation, Xbox, Nintendo)
- C) Mobile (iOS, Android)
- D) Multi-platform
- E) VR
- F) Other — describe it
3. **What stage is the game in?**
- A) Pre-announcement — building awareness
- B) Wishlist phase — driving Steam wishlists
- C) Launch week — maximizing day-one sales/installs
- D) Post-launch — sustaining player base, DLC, updates
- E) Live service / ongoing — seasonal content, events
4. **Budget range?**
- A) Bootstrapped (game keys + early access only, no cash)
- B) Small ($1K-5K)
- C) Medium ($5K-25K)
- D) Large ($25K-100K)
- E) AAA ($100K+)
**If the user's request already provides most of this context, skip directly to the relevant step.** Lead with your best-effort answer using reasonable assumptions (stated explicitly), then ask only the most critical 1-2 clarifying questions at the end.
## Step 2 — Route or answer directly
If the request maps to a specialized skill, route:
- Cloutboost platform setup/config → `/sales-cloutboost`
- Famesters agency services → `/sales-famesters`
- General influencer marketing strategy (not gaming-specific) → `/sales-influencer-marketing`
- Retargeting influencer content for paid ads → `/sales-retargeting`
- PR and media relations for game launches → `/sales-media-relations`
- Community building on Reddit → relevant subreddit strategy
Otherwise, answer directly from the strategy knowledge below.
## Step 3 — Gaming influencer marketing reference
**Read `references/platform-guide.md`** for detailed module documentation, pricing, integrations, and data model.
*You no longer need the platform guide details — focus on the user's specific situation.*
## Step 4 — Actionable guidance
Based on the user's specific question:
1. **Creator discovery plan** — platform-by-platform search strategy for their game genre
2. **Launch campaign calendar** — week-by-week plan from pre-launch through post-launch
3. **Budget recommendation** — allocation across tiers, platforms, and content formats
4. **Outreach templates** — gaming-specific outreach for different creator tiers
5. **Measurement framework** — which metrics to track and how to set up attribution
## Gotchas
> *Best-effort from research — review these, especially items about pricing and agency capabilities that may change.*
- **Wishlists ≠ sales.** Industry average wishlist-to-purchase conversion is 15-25% on launch day. Don't equate wishlist count with revenue. A creator driving 5,000 wishlists at 20% conversion = 1,000 sales.
- **Gaming creators value authenticity over payment.** Many mid-tier gaming creators will turn down paid sponsorships if the game doesn't fit their channel. A genuine match matters more than budget. Focus on genre alignment first, then negotiate.
- **Twitch has a short content shelf life.** A sponsored Twitch stream generates views during the live broadcast + 24-48 hours of VOD views. YouTube videos have months or years of long-tail discovery. Budget accordingly.
- **Demo campaigns outperform wishlist-only campaigns.** If your game has a playable demo, lead with demo coverage. Creators playing a demo generates more authentic content than reacting to a trailer.
- **Steam algorithm amplifies external traffic.** Steam's discovery algorithm rewards games that drive traffic from external sources. Influencer campaigns can trigger a virtuous cycle where external traffic → Steam algorithm boost → organic discovery.
- **Nano creator volume beats single macro creator.** For indie games, 50 nano creators with game keys ($0 cost) often generate more total coverage and wishlists than a single $5K macro creator. Cast wide at the nano tier.
- **Keymailer and Woovit are free for key distribution.** Don't pay for nano-tier outreach. Use game key platforms where creators actively opt in to receive games in your genre.
- **Self-improving**: If you discover something not covered here, append it to `references/learnings.md` with today's date.
## Before recommending a specific platform skill
This skill covers a strategy domain across many platforms. **Before pointing the user to any specific platform skill** (any `/sales-{platform}` listed in `## Related skills`, e.g., `/sales-mailshake`, `/sales-klaviyo`, `/sales-apollo`), read that platform skill's actual `SKILL.md` first. The 1-line description in `## Related skills` is enough to *identify* a candidate — it's not enough to *commit* to it or to write a prompt that invokes it well.
**How to read it:**
- If `~/.claude/skills/{skill-name}/SKILL.md` exists locally, `Read` it.
- For `sales-*` skills, `WebFetch` directly from this repo: `https://raw.githubusercontent.com/sales-skills/sales/main/skills/{skill-name}/SKILL.md` — e.g., for `sales-mailshake`: `https://raw.githubusercontent.com/sales-skills/sales/main/skills/sales-mailshake/SKILL.md`.
- For non-`sales-*` skills (third-party), look up `{org}/{repo}` in `~/.claude/skills/sales-do/references/skill-sources.md` if installed and fetch the same `skills/{skill-name}/SKILL.md` path under that repo.
**After reading,** ground your recommendation in something concrete from the SKILL.md (its scope, a sub-flow, its `argument-hint` shape, or a "Do NOT use for..." negative trigger). Align any generated invocation with the platform skill's `argument-hint`. If the platform skill turns out not to fit the user's situation, swap to another or handle the question here directly rather than recommending a poor fit.
## Related skills
- `/sales-cloutboost` — Cloutboost platform help — Portal discovery, campaign management, retargeting, PR
- `/sales-famesters` — Famesters platform help — full-cycle influencer agency (gaming, fintech, iGaming, apps), BuzzGuru analytics
- `/sales-influencer-marketing` — Influencer marketing strategy across platforms — platform comparison, creator vetting, ROI measurement
- `/sales-retargeting` — Retargeting strategy — repurpose influencer content for paid ads
- `/sales-media-relations` — Media relations strategy — gaming press outreach, press kits, coverage tracking
- `/sales-do` — Not sure which skill to use? The router matches any sales objective to the right skill. Install: `npx skills add sales-skills/sales --skill sales-do`
## Examples
### Example 1: Indie horror game launch on Steam
**User says**: "I'm launching an indie horror game on Steam in 6 weeks. Budget is $3K for influencer marketing. How should I approach this?"
**Skill does**:
1. Designs a 6-week launch sequence: keys to 50 nano creators now, 5-8 paid micro creators for first impressions at week -3, embargo'd review copies at week -1
2. Allocates budget: $2K on 5 micro YouTube creators ($400 each), $500 on 3 TikTok nano creators ($150 each), $500 reserve for launch-week Twitch streams
3. Recommends Keymailer for free nano-tier key distribution
4. Sets up measurement: Steam UTM links per creator, wishlist tracking dashboard
**Result**: User has a complete 6-week campaign plan with budget allocation and measurement framework
### Example 2: Mobile game influencer strategy
**User says**: "WeRelated in Ads & Marketing
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